Trained in Arcana, Diplomacy, History, Nature, and Religion
(Between The Bard class bonus and Jack of All Trades, I also have a +3 to all untrained skills)
Feat: Jack of All Trades
Bonus Feat: Ritual Caster
Languages: Common, Elven and Dragonic

Ht: 6'0"
Wt: 185 lbs
Eyes: Violet
Hair: Straight Black, just above shoulder length
Other things: clothes are simple, with the only things of interest on him being the lute across his backand a braided twine rope around his neck that has a symbol of Sune hanging from it (which is kept under his shirt)

Background

Julian was born and raised a vagabond. His parents traveled as part of a group of entertainers and gypsies, so traveling was when he felt most at home. He grew up learning to dance and sing, and when he wasn't practicing with his mother's flute, he'd be playing his father's lute. He spent much of his life having his only chores to be to enjoy life and maybe cook now and then. Julian never even touched a sword until about four years ago when bandits tried to raid the camp. Much of the camp took up arms and magic against the bandits and only laughed when the fools turned tail about as fast as they had came. But Julian was on the ground in fear, and it took a moment for his parents to realize they never taught him to fight. But that soon changed, and Drake quickly took to the swordplay and magic, though he still rathered his music instead. More than three years past before was given a 'quest' by his parents. They asked that he leave and travel the world on his own, that he may make a name for himself and gain experiences he'd never chance upon should he stay. Drake soon left his whole world at the next fork in the road, his family heading West as he turned East, toward Amn. So now, still at home but so far from his old life, Drake has set out to become a legend or die trying.....

Weapon Expertise (Mace)
Benefit: Choose a weapon group. You gain a +1
bonus to attack rolls with any weapon power you use
with a weapon from that group. The bonus increases
to +2 at 15th level and +3 at 25th level.

Channel Divinity: Divine Fortune (Divine)
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving
throw before the end of your next turn.

Channel Divinity: Turn Undead (Divine, Implement, Radiant)
Standard Action Close burst 2
Target: Each undead creature in burst
Attack: +4 vs. Will
Hit: 1d10 + 4 modifier radiant damage, and you
push the target a number of squares equal to 3 + your
Charisma modifier. The target is immobilized until the end
of your next turn.
Miss: Half damage, and the target is not pushed or
immobilized.

Healing Word (Special - Divine, Healing)
Minor Action Close burst 5
Special: You can use this power twice per encounter, but only
once per round. At 16th level, you can use this power three
times per encounter.
Target: You or one ally
Effect: The target can spend a healing surge and regain an
additional 1d6 hit points.

Healing Strike (Divine, Healing, Radiant, Weapon)
Standard Action Melee weapon
Target: One creature
Attack: +6 [+3 str +2 Prof with weapon] +1 [weapon feat] vs. AC
Hit: 2[W] + 4 modifier radiant damage, and the
target is marked until the end of your next turn. In
addition, you or one ally within 5 squares of you can
spend a healing surge.

Daily Powers:

Beacon of Hope (Divine, Healing, Implement)
Standard Action Close burst 3
Target: Each enemy in burst
Attack: +4 vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 5 hit points,
and your healing powers restore +5 hit points until the end
of the encounter.

Grendel Holylight's eyes shifted back and forth as his mind reeled at the sight of the wondrous capital city of Athklata. Normally a shifter avoided the the likes of large gatherings of 'sophisticated' beings, yet this shifter had skills not many of his race possessed. Grendel from a young age was taught by an outsider to his village a human by the name of Redgar Hornsbee, a traveling merchant and rogue scollar. Redgar was allowed to travel with the shifter tribe as he provided much needed communication with outsiders and was very kind to Genrdels people. The shifter tribe were a well known nomad type tribe of shifters that traveled the lands around Amn most notably in the Wealdath forest and the small ridge line that lie to the south of it, the Starspire Mountains.

Grendel himself was an oddity in his tribe and this was apparent in many ways, most notably however was his connection to a deity for which most of Grendels childhood remained unknown. Most in his tribe did not understand his powers or his gift and Grendel spent many hours of his childhood before council as elders of the tribe fought over weather he should be worshiped for his connections to a deity, or outcast as a 'oddity' which may spell the doom of his tribe if anyone of higher power came looking for him. It was not until Redgar was accepted by his tribe did Grendel learn who his goddess truly was of how rare of a connection he really had to her.

As most know shifters are very animalistic in nature and most do not have the compassity to understand ones connection with a higher power, there days are spent protecting the tribe, hunting, and whatever else need be done for the greater of the group. Once Redgar realized what connection Grendel had with his deity he began to learn him the arts of a priesthood. Gerndel learned to strike with the force of radiant power unmatched and unseen in his tribe before, but beyond this he learned from Redgar clarity of mind and diplomacy above and beyond just his tribes policy. Soon Grendels animalistic nature faded to quirks and old habits that die hard for one so attuned to nature, he became, with Redgars help, refined and ready to show his gift to the world outside his tribe.

The was pressing need for a leader to step up and speak for his tribe as well, the forests and mountain ridges were becoming scared of large herds of game to hunt, skin, and pillage much needed resources from and the shifters needed someone, they needed Grendel to be their voice in the large capital city of Athklata. There Grendel would be assigned to barter with the city for much needed gear and supplies for migration and the betterment of his tribe. Grendel was also to ask for permission to move to the North of Amn, or at least some of his tribe wanted passage there to see if game and supplies were more bountiful there and possibly open trade with other shifter tribes if available. Grendel was the 'sheep sent to the wolves' as most of his elders would say as he set forth for Athklata on his tasks at hand. Once in the city however Grendel found him under geared as he was accosted many times as an easy target from outside the city walls. It wasn't long before the animalistic priest took up city-folk protection in the form of better armor and weapons to protect himself in his ventures to come.

Race/Class Features
Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.
Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.
Censure of Retribution
When any enemy other than your oath of enmity target hits you, you gain a bonus to damage rolls against your oath of enmity target equal to your Intelligence modifier until the end of your next turn. This bonus is cumulative.

At Will PowersBond of Retribution: +7 vs. AC / 1d10+4. The first time an enemy other than the target hits or misses you before the end of your next turn, the target takes 3 radiant damage.Overwhelming Strike: +7 vs. AC / 1d10+4. You shift 1 square and slide the target 1 square into the space you occupied.
Encounter PowersMemory of a Thousand Lifetimes: Add 1d6 to att/sav/skill roll (Personal)Oath of Enmity Minor Close burst 10. Effect: melee attack, make two attack rolls until end of enc. Special:can choose new target is enmy reaches 0 hp.Divine Guidance Imm. Int. Close burst 10 Ally gets 2 att rolls versus oath target. (Channel Divinity)Abjure Undead Close burst 5. 1 undead. +4 vs. Will / 3d10+4 radiant damage, pull the target 5 squares.
The target is immobilized until the end of your next turn.
Miss: Half damage, and you pull the target 1 square.(Channel Divinity)Avenging Echo: +7 vs. AC / 1d10+4. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 8 radiant damage.

Daily PowersTemple of Light: +7 vs. AC / 2d10+4 Radiant.
The attack creates a zone of radiant energy in a burst 2 centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

Orim awoke. He looked around, and knew he had lost something. It was not clear what it was but he knew. Reincarnation is a hard thing to decribe in the common tongue. In some ways, the strongest memory to persist is the feeling of awakening. Never this sense of utter loss. Thoughts flickered. No, this wasn't even the first awakening after the loss. But dying ties me back. He couldn't remember every detail, but his failure to protect the Pharoah, still stings. Looking around the shore at which he found himself, he starting walking to a new life.

Orim was angry. He didn't fit in here. The place he fit is gone forever. Torm is worthy enough but I don't feel as connected as I once did. A mission of protection? That sounds like familiar territory. Perhaps I can't still be at least useful.

A final failure. She is dead. I could not stop, there were too many, and I killed many of them. I am not an instrument of defense, am I? I am cold, brutal vengeance personified, and I don't even know who killed her.

Orem stands 6'3" tall. His gangly body is almost lost in the fold s of his grey cloak. His piercing eyes, too blue to be human, dart about furtively. His gray skin and dull white markings obscuyre his features.

He has been working as a thug and assasin of the weak and helpless. He has fallen prey tio vice and depression.

He gets involved with the mission as he sees the woman he was supposed to protect joining up. She is clearly rattled by the injuries, and does not recognize him. Orim wonders, "Is this my path to redemption?"

Perhaps his disaffected family members since he left without even saying good-bye

a rival noble family's influence is here and desires to take care of the prodigal son

Fears:
He is a little afraid of getting in over his head and losing perspective.
Political work is not his strength and hopes that his naivity and lack of experience with it does not get him in trouble or endanger the lives of others.

Appearance:

Personality:

Background and History:Immarael found himself the child of a noble family in Evermeet and favored due to his sorcerous blood. All of these things he never really cared for and everyone made a big deal about it which made him a little bit uncomfortable by putting him in the spot light. "Much ado about nothing." he thought. "It is just me, Immarael".

He sought the solidtude of Evermeet's labyrinthine court to delve deeper into the raw magic that burned and longed to be ignited in his blood. His younger sister understood him, and always managed to find him out there, and he always appreciated her company.

His family set him up with an esteemed position in the Autmn Court. He found their political play annoying and prone to beating around the bush and not getting things done. They seemed to be more concerned with saving face and propriety than solving the problem and making their peoples' lives better.

He tried to talk with the people and champion there causes, but he was just rebuffed, and pushed out the the way. After several attempts Immarael found himself annoyed and dissilusioned with all of the politics of the Autumn Court and their workings, so he just left the Court of Evermeet, and his his assigned and quiet court work that his family arranged for him. The only person he talked to before leaving was his sister, who begged him to stay to no avail. He then found the nearest portal to Toril to start his life anew and to make a difference.

He started his life anew in the Dalelands working with the local Daggerdale militias to defeat local threats to their community and found sword play rather necessary to protect himself from threats that got too close and spells ran out.

He also championed some of their peoples' causes as he could with some success. He did not have a knack for the politics, but was always able to find out who to talk to, and have the right people go talk to make stuff happen.

After hearing various tales of Amn's laws about the Arcane he joined merchants passing through which brought him to Amn. The thought of the ultimate cause to champion and work for brought a concerned smile to his face.

During the trip there saught as much info on those that were allowed - the Coweled Wizards and those who fought against their oppressive laws. Immediatly upon entereing the city he was rather decisively accosted by ruffians and told to leave. Taking exception to this he did fight back with his sword, killing several thugs in the process, but it turns out that they had more friends. What he assumed was a Cowled Wizard blasted the rest of the ruffians leaving him alone with the smell of buring flesh, and then disappeared into the crowd. Immarael was left alone after that, but 'the eyes' were watching him. He could feel it. He currently searches for a way to join the Emerald Cabal so he can assist in their cause to free up the Arcane arts in Amn.

Who are these people
I was hoping to leave most of this to you to play with, but here are some of my ideas:

Ruffians - small group of roguish people looking to prove themselves to the Shadow Thieves

Ruffians - a local merchant from the caravan who found me potentially interesting or foolish, and decided to send his thugs after me to keep from getting myself killed here.

Ruffians/Wizard - one of the 'Merchants' was secretly a member of the cabal and wanted to keep me from entering, or to keep alive as a potential member

Ruffians and/or Wizard - independent members of my family's network that happened to get wind of my location and tried to dissuade me from entering Amn

Ruffians and/or Wizard - members of the Emerald Cabal/Cowled Wizards who caught wind of me and were testing me. (Most likely the Cabal otherwise I might be deadish =) )

BACKGROUND
Waking up in a strange place is always disconcerting, waking up without any memories is even more disconcerting. Strange city, yet familiar . . . I remember what I can do, though to be honest it took several days to discover my abilities. I remember that Amn is a dangerous place, made even more so by my skills and abilities. Torm would agree. He has been helpful to me, reminding me of my abilities, of which I am thankful. The rest . . . who I am, why I am here, how I even got here . . . the rest Torm stated “it is not necessary to execute your duty, you are a test of devotion and loyalty, nothing more.” whatever that means. Sometimes I wonder if Torm is even the deity that I worship, or if he just answered my pleas to make my life more difficult.

I’ve found others, not really friends yet, not enemies at the moment, which is good. Perhaps through them I can discover why I am here . . . and who I am. The bar keep named me ‘Red’ due to the auburn curls that fall past my shoulders, he says he found me in the street gutter, left for dead, half fallen into the sewer.

Super secret

[spoiler]
Red is Eissa Du’osee, and has returned to Amn, her home. She was carried off from Amn in her youth as her family was at war with a rival family over territory within the city, and her family didn’t want her harmed. Years had gone by with no word and Eissa recently received a vision, urging her to return for her family. She was given a Deva guardian follower of Torm by the priest of her temporary woodland home charged with keeping her safe. Who attacked them and why is unknown at this time [i.e. up to gm discretion]. She is a follower of Waukeen, as was her family. [/spoiler]

RACIAL TRAITS
Ability Scores: +2 Dexterity, +2 Wisdom, Size: Medium, Speed: 7 squares
Vision: Low-light, Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Elven Accuracy: You can use elven accuracy as an encounter power.

Racial Abilities
Eladrin Weapon Proficiency: You gain proficiency with the longbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Eladrin Education: Training in any one additional skill.
Eladrin Will: +1 Will; +5 to saving throws against charm.
Fey Step: Use fey step as an encounter power

Class Features
Combat Leader: You and allies with 10 that see and hear you gain +2 to initiative
Tactical Presence: Ally you can see that spends an action point to attack gains bonus to attack: ½ Int Mod.
Inspiring Word: Use inspiring word as an encounter power, minor action.

Young Soveliss:
From an early age Soveliss had been intrigued by battle, not just fighting or brawling savagely but the nuances of military combat on large scales and small tactical skirmishes that shifted the sway of wars. He had study the books that his parents had let him have vast tomes that spoke of calculated tactics and maneuvers from field generals and compendiums of history books. The paths and endeavors of armies used to cut their roads across empires and kingdoms in times of war seemed to at times consume the boy. His aunt often said in that aspect his eyes lit up much like his mothers.

Soveliss had spent his youth with his foster parents, from as long as he could remember the echoing sound of a hammer on anvil and the gruff expression of the blacksmith was what he had always attached to his father although not related by blood. The blacksmith's wife, had spent her days listening to the villagers needs and giving them advice in various areas of knowledge while handing out several pitchers of ale to clear their minds and sometimes cloud them, her foster son would run between her and her husband helping and constantly curious his small brain craving whatever knowledge that could be attained.

Walking Your Own Path:
When in his 20s Soveliss learned of his mother and foster parents past and how a young brash fighter, and two elven sisters one a bard the other a warlord meet and had spent several years journeying across the lands finding adventure and fortune together with several other companions. The fighter, now blacksmith, and former bard, now bar owner and bar keep, were the last two still alive from their small band of adventurers. His foster mother was surprised to find out during an extended lapse from adventuring with the group to see her sister with child. Soveliss heard his mother had been somewhat of a Tom Boy by human standards and horrendously unladylike at times by Eladrin standards.

Big City, Bigger Problems:
Soveliss wondered why his parents were telling him this when his mother explained she could tell a similar case of wanderlust had came over him as well since her and her sister had experienced it some ages ago. With a raised eyebrow his often silent father spoke up, I've noticed you jumping at mending any adventures weapon that passing through and 'testing the weight" as you played adventurer with it. You mother and I have written a letter for you to take with you to someone that will help you a little more versed in strategic combat then either of us could teach you. Within a month Soveliss had finally made it to the city he was supposed to go to visit an old contact from his parents. What he didn't expect to see when he came to the man's house was an ashen covered lot. After some asking around he had found out the peaceful man and his family had been killed their house razed. With little money left the young Eladrin wondered if he even had enough for the night as he found himself falling forward and everything blacking out as he stumbled crashing to the ground. When he came to he found his meager possessions gone as he walked the streets officially a vagabond of sorts in his mind since he felt out of luck and sorts as well. Three weeks have passed and he has found a job that pays enough for him to eat and find a place to sleep at night with pocket money to spare. He's heard word of a group called The Blazing Sword which he's like to join if he could once he’s raised the money for the dues; he's gotten tired of sneaking around in the dead of night to practice sword maneuvers.

Last edited by Kamaru; Saturday, 4th April, 2009 at 01:24 PM.
Reason: Stats too high from point system. D=

against one effect that a save can end.Guardian Might (Wildblood): Add WIS mod to AC instead of DEX or INT.When you use your second wind, each enemy marked by you takes an additional penalty (-4) to attack rolls for attacks that don’t include you as a target. The penalty equals your Wisdom modifier and lasts until the end of your next turn.Nature's Wrath:On your turn, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn.

On a dark & stormy night (is there any other kind), a frantic shifter mother flees through the woods at the border of Elfharrow... her only burden an infant son. She was discovered, on the verge of death, by a group of elven druids from the Grove of the Mountain Fold (unless Walking Dad would like to rename our sacred grove). Her dying words to them, "The Reavers..." mystified them as much as the furry child. The elves laid the woman to rest, and brought the infant shifter back to their grove.

They named the child Twiixt, since he had found himself betwixt two peoples. He was raised by an elven family, who had a boy (Taran) of about his age. The two were raised as brothers.

Twiixt was mostly accepted by his new community. The woods were still a part of his nature, but he had a more "predatory" approach to the woodlands, than his elven benefactors... but they druids of the grove decided to use that to their advantage, and began training Twiixt to be a Protector of the Grove from an early age. After his adopted brother found his calling as a druid, the two spent their days prowling the woodlands seeking out threats to the grove.

One one such outing, they discovered a mysterious seedling. Neither they, or the elders of the grove, were able to identify the plant... which seemed to exude a strange power. He and his "brother" Taran were sent off with a cutting from the strange sapling, in order to meet with druids from a grove outside Athkalta. It was hoped that they could assist in identifying the sprout, to determine if it was a blessing on the grove... or a curse.

So, raised among the wild elves of Elfharrow, Twiixt went the first twenty-odd years of his life without ever meeting a non-elf until the day when they arrived in the Athkalta... and were promptly captured & jailed under suspicion of practicing arcane magic. Although they were later released, the cutting was not returned to them with the rest of their possessions...

Racial Abilities
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Elven Accuracy: You can use elven accuracy as an encounter power.

Class Features
Balance of Nature: Begins with three at-will attack powers. Throughout your career, at least one of those powers, and no more than two, must have the beast form keyword.
Primal Aspect (Primal Predator): While you are not wearing heavy armor, you gain +1 bonus to your speed.
Ritual Casting:You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: Animal Messenger (Player’s Handbook,
page 300) and another 1st-level ritual. Once per day, you can use Animal Messenger without expending components.
Wild shape: You have an at-will power, wild shape, that allows you to assume the form of a beast, and many druid powers have the beast form keyword and therefore can be used only while you are in beast form.
The wild shape power lets you assume a form of your size that resembles a natural or a fey beast, usually a four-legged mammalian predator such as a bear, a boar, a panther, a wolf, or a wolverine.

Background:
Taran was raised in a small wild elf village ruled by a druid elder council named the Grove of the Mountain Fold. His mother was a druid, too, and so he started early to train for the ‘family buisness’.
His otherwise not so spectacular youth was enriched by his shifter foster brother Twiixt. As the others of the tribe found the shifter a ‘little’ bit predatory, for him, he was just his brother, and he loved him.
He spared his joy with him, when he first was able to take beastform: the form of a midnightblue hunting cat. So, the family included two predators.

One day Taran and his foster brother were sent off with a cutting from the mysterious seedling they found patrolling the forest. Neither they, or the elders of the grove, were able to identify the plant... which seemed to exude a strange power. He and his "brother" Twiixt were sent off with a cutting from the strange sapling, in order to meet with druids from a grove outside Athkalta. It was hoped that they could assist in identifying the sprout, to determine if it was a blessing on the grove... or a curse.

When they arrived in the Athkalta they were promptly captured & jailed under suspicion of practicing arcane magic. Although they were later released, the cutting was not returned to them with the rest of their possessions...

Sorry, I posted this in the OOC. Was redirected, to post it here instead.

No-Name Stonehand, "Slim" (Nickname)

Race - Dwarf (Male)Class - Shaman (lvl 1, xp 0)Alignment - GoodDiety - Moradin; He worships all the spirits of nature, but will pray to and honor any god or goddess that enhances the natural order of things.

Race Features1. +5 to poison checks2. can use second wind as minor action3. Proficient with warhammer and thrown hammer4. not encumbered by heavy load5. -1 square to any effect that would force my character to move (bull rush) Can also make saving throw to avoid being moved to prone.

FeatsDurable: +2 healing surges per day

Class Features1. Call Spirit Companion (Black Bear) burst 20 (Spirit can be dismissed if it takes 10 or more dmg in a 'single' swing, cannot be killed by two or more swings adding to 10+.) I take 5 damage if it is forcefully dismissed.2. Healing Spirit: +1d6 to healing surge, usable on others3. Speak with Spirits: Wisdom Bonus added to next check4. Spirit Shield: If an enemy leaves a square next to Spirit, that enemy takes my Wis modifier in damage + 1 ally adjacent to Spirit gains my Wis mod in hp + my con mod for protector spirit ability - see below. (6 hp heal)5. Protecting Spirit - Any ally adjacent to spirit is granted a +3 healing bonus to their second wind, or a +3 to healing for any of my abilities used on them. (My con mod is bonus: 3)

PowersAt Will: Protecting Strike: 1d8 + wis mod to target creature, all allies adjacent to Spirit get temporary hp (temp hp is my con mod, 3)At Will: Watcher's Strike: 1d8 + Wis mod to target creature, allies adjacent to Spirit get +1 attack bonus and +5 perception until end of my next turn.Encounter: Call to the Ancestral Warrior: 1d10 + wis mod to target creature, allies adjacent to Spirit, gain +2 to all defenses (AC, fort ref will) until end of my next turn.Daily: Spirit of the Healing Flood: Burst 5: 1d8 + wis mod to all enemies within burst, until end of encounter each ally within burst gets regen 2 as long as they are bloodied. As minor action, ally can halt the regen to gain an instant 10 hp.

In the Stonehand Clan, every dwarf must earn his name and inheritance. For a young dwarf of the Stonehand Clan, this meant climbing the mountain to pray to Moradin for one full Lunar Cycle. After a month of steadfast prayer, the dwarf would climb down the mountain with the Blessing of Moradin, he would then leave the clan for a period of five years to find his place in the world. Upon return the dwarf would relate all of his adventures to the elders and earn his name upon merit of his actions.

This dwarf was the second son of the Stonehand Clan shaman. His elder brother left on his adventure three years before to earn his inheritance and name.

After the end of his Lunar Prayers, noone came to get him. He remained on the mountain top for three days extra waiting for the dwarf that would take his place in the temple, and when noone came, he began to climb down.

Once he returned to the city, he found it completely demolished. Families dead in their homes, buildings destroyed, and friends lying in the streets. By the look of things, Giants had raided the small dwarven conclave during the night, and the dwarves were caught unprepared.'

He spent a full two weeks alone, burying each body that he could find, before the Autumn Merchant Caravan rolled in. The Merchants assissted in burying the remaining Stonehand Clanmembers. All members of the Stonehand Clan were buried with honor by this young dwarf and a handful of traveling merchants.The merchants began calling this young dwarf Slim, due to his malnourished state and lack of proper name. Slim took a few things with him when he left, his fathers weapons, his traveling gear, and five days worth of rations. He left everything else, that wasnt taken by the giants, to the merchants in thanks for their help.With his blessing of Moradin hanging around his neck; a totem made of bone, in the shape of a burly black bear standing on a rock (his spirit companion), Slim left with the merchants. He would continue the tradition left by his fathers, and he would make them proud.

Slim decided to leave the caravan in Amn and travel to Athkalta. He had heard that anything could be bought in Athkalta, and he intended to buy a courier. A courier that would send a message to his brother who travelled abroad.

Little did he know that this city of chaos would offer him more trouble than this short message was worth...